Thought I'd give this a bump and announce that 3.20 has been released as of December 22. Biggest thing is probably the SDL2 migration, but there's also a lot of village tweaks (tools, stockpiles, actual farming), seals to go clubbing with, and so forth. Changelog follows.
- SLD 2 migration accomplished - freely resizable game window, compatibility and future
possibilities
UrW now uses SDL 2, SDL_image 2 and SDL_mixer 2 libraries. Migration to SDL 2 is
necessary to allow bigger graphics overhaul to take place in the future and to remove
several bottlenecks and compatibility problems in handling the keyboard and graphics.
From developer's point of view SDL 2 migration stands as an investment for the future.
From player's point of view the three most notable changes from moving to SDL 2 are:
* Game window is now freely resizable. (But otherwise there are no changes in
graphics or screen layout.)
* Variety of graphic initialization and full screen problems are history.
* Keyboard layout related problems (eg. DVORAK) are history.
- added: configuration options to set preferred resizing and fullscreen modes
LOGICAL_RESIZE option in urw_ini.txt defines if the logical size and aspect ratio
should be maintained upon resizing the window or not.
Possible values are YES and NO. It's set to YES by default.
FULLSCREEN option in urw_ini.txt defines if the game is started in normal,
maximized or fullscreen window.
Possible values are:
NO - normal resizable game window. Starts at last used game window size.
YES - fullscreen game window at the current desktop resolution.
MAXIMIZED - game window is maximized upon starting the game.
- setup menu removed - everything is now configured via urw_ini.txt
All the configuration options are now set by editing urw_ini.txt in the installation
folder. The actual setup menu has been removed from the main game-screen, but setup
selection remains only to display info to go edit urw_ini.txt.
Self-explanatory setup menu options now appear urw_ini.txt as follows:
AUDIO, BACKGROUND_MUSIC, AMBIENT_SOUNDS, MOVEMENT_SOUNDS, IDLE_ANIMATION
- added: scandinavian letters allowed in character names
In character folder names scandinavian letters are encoded to hex values.
- changed: character loading menu shows true names of the characters
Previously it showed (the first 8 letters of) character folder names.
- added: an incomplete list of credits to main menu
- added: true crop cycle for villages - harvesting, stocking and sowing
All the villages now properly harvest their fields, stock the products and sow the
fields again in the spring. Villages start harvesting the crops as soon as majority of
plants have ripened, and continue until everything has been harvested.
Start of the harvest season is first noticed by bundles of turnips appearing in the villages,
followed by peas, and then beans and grains.
Pod type plants are stored in bags, root vegetables are just stocked somewhere on their
own and seeds are stored in boxes and baskets. Notice that not all the containers are necessarily
completely full. Availability of farm products and seeds in villages is naturally most abundant
in autumn, reserves will be consumed during the winter, and there's usually only little left in
the spring. And yes, you can now also get seeds from the villages.
Crop cycle is maintained year after year if there's sufficient population in the village.
- added: two new containers - birch-bark box and birch-bark basket
* birch-bark box
Light and small container which villagers use for storing small seeds. It can hold 1 lbs.
There's a separate graphic tile for this item:
truegfx/sp_sbox.png
(tile drawn by Brian Shapiro)
* birch-bark basket
Rather large container which villagers use for storing big seeds. It can hold 15 lbs.
There's a separate graphic tile for this item:
truegfx/sp_sbasket.png
(tile drawn by Brian Shapiro)
- adjusted: container capacities
Wooden tub can now hold 10 lbs. (was 8 lbs)
Bag can now hold 20 lbs. (was 10 lbs)
Wooden bowl can now hold 6 lbs. (was 4 lbs)
Wooden cup can now hold 3 lbs. (was 2 lbs)
MIGRATION NOTICE:
These factors only apply to newly created items. Containers that were created in earlier versions
have the old capacities.
- added: proper empty container weights and load calculations
Containers didn't really have their own effective empty weights and attempts to calculate true
loads of filled or emptied containers were confusing and failed. Now containers have proper empty
weights and load calculations are working properly.
MIGRATION NOTICE:
These factors only apply to newly created items. Containers that were created in earlier versions
probably now have zero empty weight.
- balanced and checked: farm product values
No changes in grain price.
Root vegetables prices have been doubled.
Pod type plant (beans and peas) prices are increased by 50%.
Flour value has been halved, and it's now about 50% more valuable than the grains itself.
Small seeds, such as turnip seeds, aren't considered very valuable and have a low nominal price.
All the foodstuff prices are foremostly based on their true nutritional value, but these few
adjustments give better balance to relative prices of these farm products.
- adjusted: seed weights
Turnip seeds, and other small seeds, are now lot more lighter than previously.
There are some balancing in pea and grain weighs too, but those aren't dramatic.
- changed: your character won't butcher human corpses unless somewhat starved
This ends an era of lightly practised cannibalism and trade of human flesh.
- changed: wearing armours
You can wear multiple textile, leather or fur clothes of the same type at the
same time. For example: you can wear fur shirt, linen shirt and nettle shirt
at the same time. Metal armour restrictions remain unchanged - only one piece of
each armour type.
- overhauled: armour glossary
Anachronistic armours removed, new armours & clothes added, coverages checked & adjusted,
new sprites added, and armour availability & usage checked and adjusted.
MIGRATION NOTICE:
With migrated characters armour attribute changes (names, sprites, properties) don't apply
to old items that were created/obtained in previous version.
* terminology changes
Greaves are now known as shin guards.
Vambraces are now known as forearm guards.
Short hauberk is now simply known as hauberk.
Long cowl is now simply known as cowl.
* new sprites
There are new sprites for helms, metal cowl, hauberk, bandage, mittens, generic
cowl/veil/headgear, generic trousers/leggings and generic spot protection armour.
(original tiles drawn by Brian Shapiro - some are modified)
To allow compatibility with modded tilesets there are separate files for new sprites
in truegfx/ folder:
sp_mhaub, sp_lhaub, sp_helm, sp_spechelm, sp_mittens, sp_headgear, sp_mcowl,
sp_headgear, sp_bandage, sp_spotprot, sp_trousers
* ring armours removed - all of them.
Ring type armour has no base in history. No actual examples of ring armour have
been found on European archaeological findings.
* variety of anachronistic iron armours removed
Iron great helm, iron halfhelm, iron cuirass, iron breastplate, iron greaves,
iron vambraces and iron rerebraces are removed.
* helms
There are two types of helms, both made of iron: helm and spectacle helm.
- Helm covers the skull and is made from one piece of iron hammered into shape.
- Spectacle helm covers the skull and face. It has a spectacle-like covering for the face,
extending down to wearer's chin.
* new armour material: lamellar
Lamellar is eastern armour type used by Njerpez. Lamellar armours are made of square
or rectangular iron plates tightly fastened to each other with leather straps passed
through openings along the edges of the plates. Lamellar technique is used mainly to create
cuirass and hauberk type armors, but it's also suitable for some spot protection pieces.
Compared to mail, lamellar armour offers better protection from blunt attacks but only
slightly better protection from edged attacks.
There are 5 lamellar armour items:
lamellar hauberk, lamellar cuirass, lamellar forearm guards, lamellar shin guards and
lamellar rerebraces
* new leather armours
There are 3 new leather armours items which all can be crafted:
leather shin guards, leather forearm guards and leather cuirass
* hauberk coverage adjustments
Hauberk (previously known as short hauberk) doesn't cover upper arms anymore.
This is because there was no really relevant difference between the two hauberk types.
(Long hauberk covers the upper arms and extends to the knees.)
* undershirts shortened
Undershirts now extend to the thighs. (Previously to the knees)
* dresses lengthened
Women's dresses now extend to the calves, but don't anymore cover upper arms.
(Previously they covered also the upper arms and extended to the thighs)
* overcoats lengthened
overcoats now extend all the way to the knee.
* fur cloth changes and additions
- Fur mittens are now longer than they used to be and now cover also the forearms.
(Previously they covered only hands)
- Fur shirt is now shorter than it used to be.
It's still long-sleeved shirt but extends only to cover the groin and hips.
(Previously it covered also the thighs and knees)
- new fur item: fur overcoat
Long-sleeved and long coat extendeding down to your knees. Can be crafted and is a useful
piece of winter clothing. More valuable, heavier and requires more raw material than a
fur shirt.
Foreign traders and Njerpez now have a distinctive cultural difference between armours they
favour and wear. In general metal armours are very rare, and even the foreign warriors need to
rely mostly on fur and leather for protection. Helms, cowls and smaller metal armours for spot
procetion are now far more common than valuable body armours such as hauberks.
Wealthy local cultures of Driik, Sartola, Koivula and Reemi may very rarely have
few metal armours available. These are often helms and pieces of spot protection,
and only extremely rarely body armours.
- balanced: stocking and availability of some basic tools
Basic tools such as pots, ropes, sickles and shovels are now more commonly
found even among isolated cultures. Availability of the tools is naturally
culturally dependent, but you don't necessarily have to go to western villages
anymore to find a pot or shovel. Villages now stock also empty wooden containers
such as wooden tubs and bowls.
- added: villages stock wood and lumber
You can now find boards, slender tree trunks, wooden stakes and logs in villages.
Availability of these items is naturally culturally dependant.
- added: villages stock ordinary clothes
All except northern cultures may occasionally have some spare clothes available
in their villages. Availability of clothes is dependant on village wealth and
population, but there's a possibility to find all kind of ordinary clothes;
linen, woollen, nettle and fur clothes- and even shoes or women's dresses.
- balanced: availability of high quality of northern bows
Northern people can now have high quality (fine and masterwork) bows - their
availability was broken in previous version. These items are still rare, but
can be found. Especially Kuikka-tribe people are the master bow makers of the
north.
- added: one new character portrait (to eastern portraits)
- added: "Stop your tasks" companion command
This makes your companion to stop all the tasks he/she was doing.
- added: group commands for pets and companions
You can now give group commands to your pets and companions eg. to make them
all attack the same target at once.
* group commands for pets
Group command mode can be activated after you've chosen to talk or shout to one
of your dogs. If there are multiple dogs within sight or hearing range "Group
command" selection appears in animal commands menu. After you've activated it
the command you then choose will be given to all the dogs in range.
'Eat' and 'Attack' are possible group commands for dogs. Eat command still requires
first talking to a dog in your sight.
* group commands for companions
Group command mode can be activated after you've chosen to talk to one of your
companions. If there are multiple companions within a close range "Group
command" selection appears in companions commands menu. After you've activated it
the command you then choose will be given to all the companions in range.
'Attack', 'Fell trees', 'Make a fire' and 'Stop your tasks' are possible group
commands for companions.
- added: an option to ask NPCs what they want in a trade
There's now "What of my items you'd prefer in this trade?" chat option available
during trading. Upon using it NPCs will let you know the items they prefer, or
how they feel about the trade in general. Regardless of what they say you can still
offer any items you want, but usually their thoughts and wishlists are good and
fair advises.
- balanced: robber demands and speaking them out
* You can now ask robbers what items they want exactly. This helps to decide whether
you really want to hand over your goods or not.
* Robbers demands have been reasoned and can vary
In general robbers now prefer value and quality over quantity. Even if you a had
lots of gear with you robbers are usually satisfied with a dozen of most precious
ones. Most importantly they don't want to rob all of your clothes and armours
anymore, but only the most valuable ones. There's also variation in robber's
demands and some can be happy with only a few very valuable items.
- added: seals!
There are two types of seals: the ringed seal and the grey seal.
Both live in the sea and can be found on all the coastal regions of the UnReal World.
The grey seal is more common than the ringed seal.
(In reality certain subspecies of ringed seals should exists in big lakes of Kiesse too,
but adding them stays for later.)
Seals spend most of their days in the water but do regularly come ashore to rest
and pass time in certain locations. During open water season they rest on rocky surfaces
of the utmost skerries and islets of the sea. In the winter they do live near the edge
of the ice, spending the lazy hours on the ice.
For more information about the seals see game encyclopedia entries [F1] for RINGED SEAL
and GREY SEAL.
* Meat yield from seals is very low compared to their weight, but their fat yield is
high.
* Seal-tribe village restocking has been adjusted to feature a proper level of seal
furs and meat.
To allow compatibility with modded tilesets there's a separate sprite files for seals:
truegfx/av_gseal.png, truegfx/av_rseal.png
- added: aquatic animals can dive under the water
They do it especially when escaping. As diving animals disappear from your sight they
are pretty much impossible to be hunted while diving.
- added: feathers
Skinning a bird now also gives you its' feathers. Number of feathers obtained depends
on the bird size and ranges roughly from 12 to 100. It's assumed that you want to keep
only the good wing and tail feathers.
* You can also find naturally dropped feathers.
* Feathers are categorized as tools.
* Crafting an arrow now requires three feathers per arrow. Crafting a blunt arrow now
also requires tying equipment as the feathers need to be attached to the shaft.
To allow compatibility with modded tilesets there's a separate sprite file for feathers:
truegfx/sp_feather.png
- added: new birds
Raven, goshawk, hazel grouse, kuikka, goldeneye, willow grouse and eagle owl.
Find briefing of the new birds below and see their game encyclopedia [F1] entries
for more info.
* Raven
Ravens prefer extensive areas of forest and exist throughout UnReal World in rather
scarce number. They are mainly scavengers feeding on carcasses of dead animals, but
their diet may also vary widely and ravens can be considered quite omnivorous.
* Goshawk
Goshawks are strongly built hawks. They nest in older forests throughout UnReal World
and hunt other birds and small mammals, sometimes as large as hares. Goshawks are
migratory birds, leaving in late autumn and returning in spring.
* Eagle owl
The eagle owl is a very large owl. They have large heads with striking ear tufts and
fiercely glowing orange-coloured eyes. Eagle owls breed in scarce number in forests
almost throughout UnReal World, except for the unforested mountainous areas of the
extreme north. Eagle owls are birds of prey and hunt hares, small mammals and birds.
They are active at night and very efficient hunters.
* Willow grouse
Medium-sized and least numerous of all the forest game birds, but nevertheless found
all around UnReal World and commonly hunted for meat. Willow grouse can thrive in
very diverse terrain, but primarily occupies sparse pine forests, mires and slopes
of cliffs and fjells. They are accustomed to cold, harsh and rugged environment, but
favour having birch and alder trees around their territory.
* Hazel grouse
The smallest and the second most common forest game birds found in Unreal World.
Adults mate in early spring and nest on the ground.
They prefer thick forests with both conifers and leaf trees.
In thick forests hazel grouses can survive better from goshawks.
* Goldeneye
Common aquatic birds breeding around inland and marine waters.
Goldeneyes are migratory birds. They leave in autumn and are among the first migratory
birds to return in early spring.
* Kuikka
Kuikka is a rather large aquatic bird named after its' distinctive call.
Kuikka breeds throughout Unreal World by wilderness lakes with clear water.
It eats fish, typically perch and roach. Kuikkas are migratory birds, leaving quite
early in autumn and returning in spring.
To allow compatibility with modded tilesets there are separate sprite files birds:
truegfx/av_goshawk.png etc.
- added: audio samples for birds
Now we can actually hear ravens, goshawks, swans, kuikkas, hazel grouses and eagle
owls calling.
How talkative the birds are depends on the species and time of the year.
Hazel grouses are most talkative in the spring and late summer, eagle owls call almost
exclusively n the winter, kuikkas keep calling mostly during early summer season etc.
- added: birds lay eggs
All the ground nesting birds now lay eggs. Depending on the species eggs are laid in
Swidden month (April), Seedtime month (June) or Fallow month (July). Aquatic birds
lay eggs on islets and skerries, or nearby the shore among vegetation, and finding
their eggs is relatively doable if you have patience. Eggs of forest birds are much
harder to find.
Of the forest birds capercaillie, black grouse, willow grouse and hazel grouse all
nest on the ground.
(Traditionally mostly the eggs of ground nesting birds have had importance to eke
out diet. Eggs of tree nesting birds is a curiosity that was intentionally left out
this time.)
- overhauled: animal populations
Creation of animal populations has been thoroughly checked, adjusted and balanced.
These adjustments concern not only the commonness and relative number of animals, but
also their natural habitats. Frequency of big game remains quite the same as it was,
and most notable changes are seen in populations of small animals and birds.
In general you can now expect more varied and greater number of wildlife to exist in
the world, but natural habitat of animals has a much greater role than before. You
can't expect to find any forest animals in any type of forest.
Few examples:
Gluttons and ravens prefer large intact coniferous woodland areas.
And so do pine-martens - but they also like cliffs and caverns nearby their home
forests. Badgers mostly occupy mixed or leaf tree forests - preferably with some
wetlands nearby. Weasels aren't too picky about their habitat as long as there's enough
trees and vegetation to provide coverage - but they tend to avoid too open areas.
etc. etc. etc.
With balanced and overhauled animal populations in use you are bound to find more
animals and more different species within smaller area than before. It's possible
that an area of 5x5 wilderness tiles (500x500 meters) can have a dozen of different
forest birds, three hares, two squirrels, a fox and a badger around. It's possible -
but naturally not always the case. And despite of more wildlife existing it's not
evident that you'll get to spot it from a close (or hunting) distance.
To learn more about changes in habitat and population adjustments see updated
game encyclopedia [F1] pages for:
* ARTIC FOX
Even though artic foxes are most common in the north they can be now met also
elsewhere. Even back in 1800's arctic foxes have been said to be somewhat common
in southern Finland so we assume that some populations have wandered and existed
all around UnReal World. NPCs of other than northern cultures can now also stock
artic fox furs.
- changed: arrows are now slightly more valuable (because of feathers in the mix)
- added: all cutting weapons work for cutting carcassess - but knife is preferred
You get fewer cuts from the carcass when using other than a knife.
- added: hauling information messages if you try to haul items while wading
Hauling while wading isn't possible, but there was no message to clarify this.
Now the game tells you that it's not possible and suggest to push items to the shore
instead.
- added: sauna stove
There are no fireplaces in saunas anymore, but sauna stoves instead. Sauna stove
appearance and usage is similar to fireplace. Having this new sauna stove tile has
no specific usage yet but preceeds the future sauna related improvements.
- improved: lighting effect of fires
Lighted area is now roundish and its' radius depends on size of the fire. As the fire gradually
goes down you also see decrease in lit area. This affects to both campfires and lit fireplaces.
- added: precise time passing featured on bunch of new tasks
Added for general diy crafting, making and repairing clothes, timbercraft tasks (logs,
boards, firewood etc.), hideworking tasks (cleaning, curing, tanning), digging a pit,
preparing the soil, grinding flour.
- added: option to stand still until not fatigued
This option is available in movement and rest actions menu, or can it be activated
by [ALT] + [-] hotkey.
- added: unpaid category & standardized hotkeys to inventory filtering
* There's now "unpaid" category within inventory filter menu (TAB) showing all
your unpaid/taken items.
* Shortcut keys for item types have been standardized.
w - weapons, a - armours & clothing, c - containers, h - hides & skins etc.
- added: direction is told in sound based messages
Eg. "You hear a tree falling down in the east.", "You hear rustle of wings from
the north." etc.
- changed: e[X]changing weapons if a shield is wielded now costs a turn
- changed: raw meat and raw fish now floats
To avoid accidentally losing meat or fish when operating with a kill or catch by
the shore.
- modding fix: incorrect weight of modded [patchwise] cookery items
For example:
If you made batch of 5 cookery items which required 2.5 lbs of raw materials
all together you got 5 cookery items each weighing 2.5 lbs - even though you
should have gotten 5 cookery items each weighing 0.5 lbs. (2.5 / 5 = 0.5)
- changed: only the items that don't float can be buried in bogs
- removed: wheat bread
Old item which didn't fit in the word. There's no wheat.
- changed: clothes and armours being worn can be offered in a trade
- changed: foreign traders don't fell trees anymore as their lagtime activity
- changed message: "[creature] escapes." -> "[creature] flees."
- fixed: sounds of fighting NPCs at the area occasionally being played when
loading map or sleeping
- fixed: being able to command NPCs of single house settlement to go away
- fixed: NPCs climbing steep elevations too fast
- fixed: being able to [a]pply animal leashes on world map
- fixed: wrong "block of wood(s)" plural -> "blocks of wood"
- fixed: a rare condition of trapped unconscious animals attacking
- fixed: being able to [a]pply animal leashes on world map
- fixed: leashed pet duplication when returning to village where your departed
companion had recently returned
- fixed: animals tied to trees occasionally roaming free
Some iterations of this bug were fixed before, but a new bug prone instance
was discovered. Report back if this bug still persists.
- fixed: wading animals moving too fast
- fixed: auto-tracking on world map occasionally displaying "You don't notice any tracks."
- fixed: movement restrictions from penalties not always applied when rowing
- fixed: unconscious NPCs blocking other NPCs from moving to same tile
Now aggressive NPCs will walk over unconscious ones.
When selecting a target from location with multiple NPCs the conscious NPC
is always chosen if available.
- fixed: humans can recognize trap-fences and understand to avoid traps there
- fixed: cave crashes (specifically with .rpm package on Fedora)
- fixed: location with traps spawning copies of earlier creatures at the area
It was very rare occasion, but when triggered you could have same type of NPCs
spawning at the area day after day.
- fixed: container price wasn't taken into account in item price calculations
- fixed: villagers knowing your breaches without seeing you in action
Sight check was broken which caused villagers to magically be aware of your minor breaches
such as harvesting their crops or building a fire. Minor breaches are now properly based on
NPC sight so if they don't see you in action they don't know you did it. You still shouldn't
try to push your luck by building fires or felling trees near the village center, because
the guilty one is sometimes also easily guessed.
- fixed: light from fires shined through obstacles
Fires use line-of-sight mechanics now, and the light from fires reaches only where it
actually can.
- fixed: hiding mode not cancelled when hauling items
- fixed: "source of livelihood" game course task was weight based
Now true nutritional value of the food you are carrying is taken into account.
- fixed: fighting leashed pets not following the player character
- fixed: wooden tub price decreased (to one third)
- fixed: multiple entries for "human shaped figure in distance" displayed (so that you
can't guess if a world map wanderer is actually party of robbers)
- fixed: being asked if you want to swim when entering zoom maps with deep water
Character was properly located on dry land, but the question appeared nevertheless.
- fixed: "impact doesn't penetrate your armor" displayed for unarmoured characters
There's now "The impact doesn't hurt you." alternative.
- fixed: repairing a piece of clothing with itself
- fixed: bug potential with old animals getting removed from zoomed-in maps
There was a vulnerability which might have caused old animals to rarely disappear from
zoomed-in maps. It's secured now and animals should never just disappear suddenly.
- fixed: rowing mode got cancelled when moving without a paddle or sesta in launched watercraft
This resulted in watercraft not being properly transported with you between world and
zoom maps.
- fixed: it was possible to start hiding while rowing, swimming, or hauling items
- fixed: spots of lichen or other ground cover appearing in the water - old topography bug.
- fixed: nettles (and other grass plants) worked as {hemp} in diy requirements
- fixed: tied pets sometimes followed you onto world map and got stuck there
This fix isn't verified, so report back if this issue still persists.
- fixed: pets staying on burning fires
- fixed: birds couldn't fly over high cliffs
- fixed: being able to set nets on ice if there was a hole in the ice nearby
- fixed: saving between midning and morning caused various morning related checks to be
skipped the next morning - you couldn't milk your cow, wounds didn't heal,
skill flags weren't reset.
For migrated characters a bugged morning check skip may occur upon reload if you
had saved between midnight and morning, but after the next save it's all synchronised
and fixed.
- fixed: injury score from old injuries occasionally being added to new frostbites
- fixed: NPC crops growing in water (on fields next to a lake)
- fixed: robbers picking up items they couldn't carry made the items disappear
- fixed: wilderness location where angry villagers or robbers might throw you away not
properly randomized
Previously only the north-west location was chosen, now there's proper randomized
variety.
- fixed: free sauna items
Sauna scoops and tubs of water aren't free to take anymore.
- fixed & balanced: skiing and walking in the snow
* In addition to being fatiguing, walking in the snow is now also about 20% slower.
* Skiing skill matters and skiing is now also fatiguing, but always faster and easier
than than walking in the snow.
Now your skiing skill determines how fatiguing it is for you to ski. The more
skilled you are, the less of an effort it is to ski. Only highly skilled skiers get
close to zero fatigue accumulation anymore, but skiing skill still improves quite
fast so most characters can build up decent skiing skills during single winter.
In any case skiing is always faster and less fatiguing than walking in the snow.
* Skiing is cancelled and you are notified to remove your skis when the time of the
year doesn't suit skiing.
- fixed: food in NPC villages/camps never spoils - old exploit
- fixed: setting bait to a direction you can't see wasted the bait
- fixed: hauling not cancelled when pushing a hauled carcass
- fixed: skinning ignored carcass beneath another one
- fixed: being able to build ceiling and floor on the same tile where it was already built
- fixed: "and X more..." not calculating correctly the number of items being prepared
- fixed: hiding from robbers was impossible during the phase when they come to talk to you
- fixed: missed shots that hit a group member of the original target didn't cause
a morale check
- fixed: sleeping or unconscious creatures prevented hiding
Entering hiding mode wasn't possible if you were in "sight" of sleeping or unconscious
creatures.
- fixed: shield protection glitches
They protected too much in neutral position and too little when held on the left side.
- fixed: cancelling tasks skipped the possible morning maintenance and physical condition
checks
- fixed: creatures standing on cellar were invisible
- fixed: when milking into a container filled with water the contents weren't emptied first
- fixed: small animals (eg. squirrels and hares) being able to wade
- fixed: foreign traders messed up item tags in the villages and made the items
unpurchaseable
- fixed: location selection dialog closes when choosing a location you can't see
- fixed: villagers stocking stale food
- fixed: skin not obtained if skinning got cancelled during the last minute
If the skinning task got cancelled due to exhaustion (or whatever) at the very last
moment of the skinning process you didn't obtain the hide, but the animal was still
marked skinned.
- fixed: spoiled food items occasionally not stacking
This was related to markers of their original quality. The conflicting markers are now
cleared upon spoilage. Notice that the old non-stacking spoiled food items your
character may have will remain non-stacking.
- fixed: stale tag persisting upon cooking
You might get "Roasted stale perch" etc. Now stale tag disappears properly upon
cooking, and the results of cooking stale food items aren't delicious.
- fixed: waking up to strange noises when falling asleep from exhaustion while rowing
or running
- fixed: animals might freeze for moment upon escaping if their escape destination was
badly chosen
- fixed: drinking from containers taking too much time
- fixed: villagers joining the robbers when they enter the village area
- fixed: NPC/villager reactions to robbers was broken
Now both the wandering NPCs and villagers react properly to presence of robbers.
They rarely attack the robbers right away but keep them on eye. If the robbers cross
the line by coming too close, then the people don't hesitate to attack them.
- fixed: terrestial animals sleeping in shallow water
- fixed: repeated deathblows with [3] fail to keep the previous aiming zone if any menu
selections or certain actions (eg. sleeping) were made in between the deathblows
- fixed: leashed animals not properly freed upon getting defeated and thrown away from the
location by robbers or villagers
Now your animals are unleashed. You may, or may not find them again.
- fixed: wading on land if you were too fatigued/penalized to move at all and tried to
start wading
- fixed: sauna scoops and wooden tubs disappearing from villages
- fixed: carcasses tagged as partially skinned even if the skinning wasn't allowed
(ie. while swimming)
- fixed: arrow-in-loading bug: NPCs could shoot you while the map was only loading